Making an MMORPG: PvP

For Senior Staff Writer Chris "Pwyff" Tom, a strong PvP feature may be one of the most important features of any good MMORPG. But what makes for a good PvP experience? Read on to find out!

One big problem I currently have with our modern day interpretation of instanced PvP is that they're more about rewarding quantity than quality. Games like League of Legends and Heroes of Newerth are so addictive because they reward great play on a short term basis. If you can do well in the first ten minutes of the game, the extra items make you stronger and give your champion more depth. Most MMORPGs, however, grant PvP rewards for the simple act of participation, and it can get rather frustrating when you play your heart out for three games at the top of your team, only to realize that someone else is getting the same amount, but he's watching movies and running around mindlessly. It's easy to get burned out when that happens.

The MMORPGs that I believe have the best instanced PvP scenarios are usually the ones that reward quality of play over quantity. World of Warcraft's arena PvP is the best in the business largely because it rewards good players who can spare a few hours a week playing their very best games. Reducing the number of players allows for a greater sense of individual contribution, without skimping on the overall rewards. 

Another form of instanced PvP I really enjoyed - and I'll probably get mocked for this - was Final Fantasy XI's Ballista system, in spite of Square Enix's complete lack of support. In Ballista, players can dig ("quarry") for random beneficial items and "petras," the latter necessary for scoring points. In order to score points, however, players must have a status called "gate breach," which is only granted when a nearby enemy on the opposing team is killed. 

After getting gate breach status, players must then find a nearby goal, called a "rook," where they can score up to five of their held petras. The gate breach status then wears off until another kill is scored. Scoring also takes time and can be interrupted by any damage taken, making it nearly impossible to score a point with a vigilant opponent nearby.

What made Ballista so fascinating was that it accommodated all types of players and had some great depth beyond simply capturing a flag. Petras, for example, took time to accumulate, and dying made you drop them all, so they were a valuable commodity. On the other hand, players who had zero petras also had access to a sprint command every 30 seconds, thereby making them offensive threats because they could run in, deal tons of damage, and then sprint out. Ultimately, this forced players to choose between storing a lot of petras (and risk losing them all on death), or trying to stay with zero petras so that they can use sprint (but being unable to fully capitalize on achieving gate breach status). Ballista also had numerous level capped brackets, and, at one point, there was a small, tight-knit community of North American and Japanese Ballista-ites who had purchased multiple sets of equipment for each bracket. What was even more impressive was that there were no real tangible rewards for Ballista, except for minor class achievements. 

A final MMORPG that I believe implemented a strong instanced PvP system was Atlantica Online, which was unique both in its presentation (turn-based combat) and its approach to instanced PvP. In Atlantica Online, players can participate in "free league" competitions that occur every few hours, where they can compete in up to seven 1v1 matches against equally matched opponents. Winning matches gives you points and money and, if you win enough, you'll be moved up a tier. What made Atlantica Online's instanced PvP so remarkable, however, lay in its overall design. With a fully functioning spectator system, PvP enthusiasts could watch their favourite top-tier competitors facing off in the free leagues to protect their global standings. As well, every two weeks there was a Titan League competition, where players from all servers hopped onto a boat to the special server to take part in (or to simply watch) an immense battle royal between the best players in the game.

In the end, while all of the above MMORPGs had some great ideas at work with their PvP systems. It all really comes down to the next topic in my series: Community. You can boast about having the most unique PvP concepts in the world, but at the end of the day, it's still about the players. One of the greatest appeals about playing in PvP games is that you're playing against another human being who wants to win just as badly as you do. PvP is all about being surprised or surprising your opponents with tricky moves and unique tactics that pre-scripted enemies just can't offer. This is going to sound dumb, but if you're going to take one lesson away from all of this, it's this: PvP is about people playing against other people, and if your system doesn't focus on that interaction, you might be doing something wrong.

Next time, I'll take about MMORPG Communities!

Christopher "Pwyff" Tom, Senior Staff Writer
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PvP and Cheats
# Aug 13 2011 at 3:57 PM Rating: Default
What burns me up about PvP is the number of people who use hacks and cheats. Im EQII's Battlegrounds I'd go in with top-notch PvP gear and masters-level weapon skills and get one or two-shotted by someone of the same class. I mean, come on. For me the PvP experience is ruined.
PvP
# Aug 13 2011 at 4:48 AM Rating: Decent
I was thinking rogue but then maybe a lock or shammy, what to people think will be the best? Mainly PvP but some PvE Cheers!
http://in.answers.yahoo.com/question/index?qid=20110728022125AAZIBIE
What makes a good pvp experience?
# Aug 04 2011 at 8:14 AM Rating: Default
What makes a good pvp experience is an unexpected one...
PVP Issues
# Aug 01 2011 at 1:52 PM Rating: Decent
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143 posts
I can see where the choice in instanced versus open world PvP has its pros and cons, and thats a hard decision to make. Really you need both to some extent, with varying capabilities on both. Situations such as for example a buff that does not allow you to be attacked while questing, however if you attack someone while under this buff you cannot receive this buff for 10mins for so for example. That way people have a choice when they just want to quest and not be interrupted. In instanced PvP to me the issues is always lag and things associated with it. Especially when the action gets involved it can sometimes be hard to track whats going on, even with good PC specs. In instances PvP you do need different types as most of the games do ie. Capture the Flag, Defense, Offense, Arena etc.
Interesting but missing some points
# Aug 01 2011 at 11:32 AM Rating: Excellent
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139 posts
Interesting article but you forgot one of the most hardcore PvP game currently: EVE Online. While it doesn't have that combat melee rush feeling, the spirit of PvP is there. Assassins, spies, companies, alliances, corporations, bounty hunters...etc all there and they hit big enough to make news headlines.

I personally don't really like PvP in MMORPG because it's extremely twitch finger based and pure luck sometimes. The faster you think (or just pure instinct) and the more accurate/fast your finger is then you can perform compare to others, the better you are at PvP. I like FFXI because it's strategic as you need a brain to think through every steps, make plans, revise the plans...etc.
Interesting but missing some points
# Aug 01 2011 at 12:17 PM Rating: Excellent
Ahah, I've been caught! Truth be told, I've never been able to spare the time to invest in EVE Online, so I missed out on the great PvP I hear takes place in there. One thing I will say about EVE, however, having played Perpetuum (like a toned-down, bare-bones EVE lookalike with Robots), is that there is so much accountability and so many repercussions for your actions that it kills the spontaneity of PvP that I love. In many cases, it's great that actions do have repercussions, but sometimes you just want to troll people without harming them too much, you know?

As for being extremely twitch finger based and pure luck, I'll answer the luck one first. A lot of MMORPGs have luck, yes, but "pure" luck is rarely the case. I recall Ghostcrawler from Blizzard noting that while luck (crits, resists, dodges, etc) is detrimental to the "professionalism" of PvP in MMOs, luck is huge in making games fun. Everyone loves seeing that big crit number that lets them barely survive when they shouldn't have; it also encourages lesser skilled players to continue trying to win, even if they know they're outmatched. If there was no "luck" factor, sometimes it's just not fun knowing you'll lose every time you know your opponent is better than you. Having said that, I played with and against the very best players in WoW 3v3 arena, and I can confidently say that if you can consistently outperform your opponents, no amount of luck will change the outcome.

In terms of MMOs being twitch finger based, it's true up to a point. Saying that slower games employ more strategy is only sometimes true, because if the gameplay is slow, it simply means you have a larger window with which you can make your decisions. On the other hand, proponents of faster PvP would argue that being able to quickly react to your opponents tactics is integral to a "real" tactical simulation.

It's like the difference between Chess and Boxing; chess masters might say that boxers are all brawn and no brain, but boxers might say that chess masters lack the mental speed to react quickly to their opponent's moves. Which is a superior activity?
Interesting but missing some points
# Aug 02 2011 at 4:39 PM Rating: Decent
Quote:
It's like the difference between Chess and Boxing; chess masters might say that boxers are all brawn and no brain, but boxers might say that chess masters lack the mental speed to react quickly to their opponent's moves. Which is a superior activity?


Speed chess
Interesting but missing some points
# Aug 03 2011 at 8:24 AM Rating: Excellent
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1,112 posts
Peals wrote:
Quote:
It's like the difference between Chess and Boxing; chess masters might say that boxers are all brawn and no brain, but boxers might say that chess masters lack the mental speed to react quickly to their opponent's moves. Which is a superior activity?


Speed chess


LIVE RP CHESS
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